Brink - PChttp://www.gameinformer.com/games/brink/b/pc/atom.aspxCommunity Server2010-06-15T12:00:00ZBrink Trailer Prepares For Launch Day/games/brink/b/pc/archive/2011/05/09/brink-trailer-prepares-for-launch-day.aspx2011-05-09T16:06:52Z2011-05-09T16:06:52Z<p><img src="http://media1.gameinformer.com/imagefeed/featured/bethesda/brink/overflow/brink5.9pc610.jpg" style="max-width:610px;" border="0" alt="" /></p>
<p>Brink comes out tomorrow, and to celebrate &ndash; albeit early &ndash; here&#39;s a look at the game&#39;s official launch trailer.</p>
<p>What is a launch trailer, anyway? It&#39;s just a trailer like any
other... Speaking of which, in case you missed it, take a look at the <a href="http://www.gameinformer.com/games/brink/b/xbox360/archive/2011/05/05/brink-training-videos.aspx">video tutorial series</a> Bethesda has been pumping out.</p>
<p>(Please visit the site to view this media)</p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=910294" width="1" height="1">GIKatohttp://www.gameinformer.com/members/GIKato/default.aspxBrink Training Videos Smarten You Up/games/brink/b/pc/archive/2011/05/05/brink-training-videos-smarten-you-up.aspx2011-05-05T16:02:00Z2011-05-05T16:02:00Z<p><img src="http://media1.gameinformer.com/imagefeed/featured/bethesda/brink/brink5.3pc610.jpg" style="max-width:610px;" border="0" alt="" /></p>
<p>From airports to futuristic space cities, things always sound smarter
when they&#39;re spoken with an English accent. We also tend to pay more
attention, too. So, listen up as Bethesda and developer Splash Damage
tell you about all about Brink in these training trailers using a posh
accent.</p>
<p>UPDATE: We&#39;ve added the last video of the six-part series.</p>
<p>Brink comes out for PC, Xbox 360, and PlayStation 3 on May 10th.</p>
<p>For more on the game, check out <a href="http://www.gameinformer.com/games/brink/b/xbox360/archive/2011/04/18/we-talk-shop-with-splash-damage-before-brink-s-early-release.aspx">Meagan&#39;s interview with Splash Damage art director Olivier Leonardi</a> or this <a href="http://www.gameinformer.com/games/brink/b/xbox360/archive/2011/04/05/cause-serious-carnage-in-this-new-brink-trailer.aspx">previous trailer</a>.</p>
<p><b>The Classes</b></p>
<p>(Please visit the site to view this media)</p>
<p><b>The Basics</b></p>
<p>(Please visit the site to view this media)</p>
<p><b>Gameplay</b></p>
<p>(Please visit the site to view this media)</p>
<p><b>Objectives</b></p>
<p>(Please visit the site to view this media)</p>
<p><b>HUD Training</b></p>
<p>(Please visit the site to view this media)</p>
<p><b>The Battlefield</b></p>
<p>(Please visit the site to view this media)</p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=896742" width="1" height="1">GIKatohttp://www.gameinformer.com/members/GIKato/default.aspxWe Talk Shop With Splash Damage Before Brink’s Early Release/games/brink/b/pc/archive/2011/04/18/we-talk-shop-with-splash-damage-before-brink-s-early-release.aspx2011-04-18T14:00:00Z2011-04-18T14:00:00Z<div class="paginated-post" rel="1"><div class="paginated-post-page" rel="1"><p><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-44-99/6746.FixerUpper.jpg" border="0" alt="" /></p>
<p>Splash Damage made a bold move when <a target="_blank" href="http://www.gameinformer.com/controlpanel/b/news/archive/2011/04/11/bethesda-s-brink-coming-out-early.aspx">it announced an early release for Brink</a>,
essentially boasting to the world that the game needs no more more
primp or polish. We spoke with Art Director Olivier Leonardi about
original IP, the importance of narrative, and the reason behind the
recent release update.</p>
<p><b>Game Informer: How has the experience been working on Splash Damage&rsquo;s first original IP?</b></p>
<p>Olivier Leonardi: It has been very, very intense. But also very good
because you have carte blanche on everything. When I joined the company
in 2008 there was the start of the story, and the setting, and the
floating island. It was all very inspirational for me. I felt that I
could do anything that I wanted. Previously I worked at Ubisoft, and
there was legacy there and you have to pay homage to what came before
you. And here there was this freedom. Brink has really pushed for very
unique features and we really want it to be a game changer, with the
SMART and all the game modes and the deep character customization. So we
had a lot to do. There was always a lot to do. </p>
<p><b>GI: Speaking about character customization, how did the team
decide on this exaggerated, almost caricature-like presentation for the
game?</b></p>
<p>Leonardi: We summarize it by saying that it is exaggerated reality.
We take reality and push it one step further in terms of proportions and
details and fabrics on the outfits. And the way we treat facial
features as well. The main goal was to establish this very unique visual
signature for the game. We are a small company, and we are launching a
new IP, and basically we wanted the first screenshot from Brink to show
that it was very unique and so that people would follow it just because
it was different. We also use quite a bit of color, which is fighting
against the browness of first person shooters. Not all shooters have to
be brown characters on brown backgrounds. They can have blue skies. </p>
<p><b>GI: Emphasis has been firmly placed on action and multiplayer in
Brink&rsquo;s trailers and developer diaries so far. How important is the
narrative to play?</b></p>
<p>Leonardi: It is very much important! If you play the game offline
because you want nothing to do with other players, you can focus on the
story and the background. There are many details that tell you the story
of the place and how it started as this self-sustaining artificial
island that turned to hell for one part of the population that joined
after the flooding and were treated as refugees and placed in slums. And
that is why you have the conflict. There is a very big focus on the
story as well. It is true we have focused on the gameplay in our
communication, but that is because there is so much to talk about.</p>
<p><b>GI: Do you feel that the SMART system (Smooth Movement Across Random Terrain) has changed the nature of competitive play?</b></p>
<p>Leonardi: I hope it helps, and we always say that you don&rsquo;t have to
use it. You can actually achieve everything you do with SMART with the
classic sprint plus jump plus crouch. So it isn&rsquo;t an automated system
that you have to use in the game. But for those people who aren&rsquo;t
trained as much in multiplayer shooters and have to focus more on
aiming, we have them moving so they can focus. It is in a way changing
how people play shooters. And so many people are pleased that they
aren&rsquo;t blocked by a table. There is no reason you should have your
movement limited by these sorts of objects.&nbsp; </p>
<p>[PageBreak] </p>
<p><b>GI: How do you balance cooperation and competition in team-based
missions? Basically, how do you ensure that individuals are working
together instead of all attempting to grab at the objectives that will
earn them the most XP?</b></p>
<p>Leonardi: If you are not into the pure, competitive, &ldquo;I need to be
king of the hill,&rdquo; you can enjoy Brink by doing support roles like Medic
and Engineer. Those are the best roles if you don&rsquo;t want to be very
aggressive. But we try to push people to really play together as a team.
So all the objectives are based on one guy going for the objective, and
all the other guys are going to have to support him. So the way the
mission system is done is that every time someone takes a mission, it
updates the objective wheel, so it pushes you to help people already
doing something. You will get XP for protecting, and it all helps
everyone have a better game experience. </p>
<p><b>GI: Communication is imperative, then. Is it still possible to
fulfill those objectives if your team isn&rsquo;t properly communicating?</b></p>
<p>Leonardi: Yes, we allow the VoIP for your friends only. So you don&rsquo;t
have all the griefing. You won&rsquo;t hear the enemy talking. So you can push
that coordination. But I think that we have provided enough visual and
audio information to know who needs to be revived, and who is out of
ammo, and who is working on an objective. There are so many cues that
give you information on what is happening on the battlefield at any
given time. </p>
<p><b>GI: Have any classes proven to be a favorite so far?</b></p>
<p>Leonardi: Yes, I was naming the Medic. People who don&rsquo;t want to fight
they choose Medic and throw syringes and buff health bars. And as you
progress as a Medic you have new abilities like boosting their
metabolism or their strength or their speed. You have revive grenades
that have a cloud of healing product, and eventually you can revive
yourself, so you could even play without firing a single shot and top
off the boards. We give so much XP for helping other people on the
battlefield. </p>
<p>And your XP is not class-based. It is session-based. So at the end of
the match you get XP that will unlock abilities or new outfits, and you
choose to assign those XP to characters. You can have up to ten
characters and they can evolve in different directions. So one guy can
be more of a Medic, and the other guy can be an Engineer and play with
turrets and mines. XP is shared between all four classes. </p>
<p><b>GI: It&rsquo;s not often that a game&rsquo;s release date is pushed forward,
and it seems a sign of confidence that Brink doesn&rsquo;t need any more
polish. What was the reason behind the updated release? </b></p>
<p>Leonardi: The reason is that yes, the game is ready. We had just been
tweaking the balance of the weapons and the maps. But another reason is
that the release windows are so close to each other with L.A. Noire. So
you take your chances. It was ready to go so why not release it
earlier?&nbsp; It was a good move from Bethesda. </p>
<p><b>GI: Does Splash Damage have plans for post-launch DLC or support?</b></p>
<p>Leonardi: Yes, Brink is not a one shot game. There is continuity and we will feed the player new content for sure. </p>
<p>Brink hits retail for the Xbox 360, PlayStation 3, and PC on May 10.
Feel a tad in the dark? You can learn more about Brink&rsquo;s class-based
play <a target="_blank" href="http://www.gameinformer.com/controlpanel/games/brink/b/xbox360/archive/2011/03/15/brink-gets-classy.aspx">here</a>. </p><div style="clear:both;"></div></p></div></div><script type="text/javascript">PaginateGrid();</script><img src="http://www.gameinformer.com/aggbug.aspx?PostID=860768" width="1" height="1">GIMeaganhttp://www.gameinformer.com/members/GIMeagan/default.aspxCause Serious Carnage In This New Brink Trailer /games/brink/b/pc/archive/2011/04/05/cause-serious-carnage-in-this-new-brink-trailer.aspx2011-04-05T15:23:17Z2011-04-05T15:23:17Z<p><img src="http://media1.gameinformer.com/imagefeed/featured/bethesda/brink/brink100-610.jpg" style="max-width:610px;" border="0" alt="" /></p>
<p>This newest Brink trailer highlights unlockable abilities players can exploit for their persistent character. </p>
<p>Check out the Molotov cocktail, sticky bomb, and gatling gun in action below.</p>
<p>(Please visit the site to view this media)</p>
<p>&nbsp;</p>
<p>Splash Damage&rsquo;s shooter hits retail for the Xbox 360, PlayStation 3, and PC on May 17.</p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=835918" width="1" height="1">GIMeaganhttp://www.gameinformer.com/members/GIMeagan/default.aspxBrink Gets Classy /games/brink/b/pc/archive/2011/03/15/brink-gets-classy.aspx2011-03-15T14:33:54Z2011-03-15T14:33:54Z<p><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-44-99/8081.brink813_2D00_610.jpg" border="0" alt="" /></p>
<p>Bethesda is touting Brink&rsquo;s class system in this new video,
showcasing examples of how each feeds back into objective-based
play.</p>
<p>Check out what missions the soldier, medic, engineer, and operative will be tasked with below. </p>
<p>(Please visit the site to view this media)</p>
<p>&nbsp;</p>
<p>Brink is an upcoming FPS featuring a unique movement system
(S.M.A.R.T.) that allows for parkour-like traversal of the environment,
and is slated to release for the Xbox 360, PlayStation 3, and PC&nbsp; on May
17. Check out our most recent preview <a target="_blank">here</a>. </p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=803537" width="1" height="1">GIMeaganhttp://www.gameinformer.com/members/GIMeagan/default.aspxBrink Delivers Multiplayer For Soloists And Online Gamers/games/brink/b/pc/archive/2010/06/15/brink-preview.aspx2010-06-15T17:00:00Z2010-06-15T17:00:00Z<p><img src="http://media1.gameinformer.com/imagefeed/featured/bethesda/brink/brink100-610.jpg" style="max-width:610px;" border="0" alt="" /><br /><br />There are plenty of gamers who prefer single-player over multiplayer. Whether it&rsquo;s a desire for story and tasks more fulfilling than capturing a flag or difficulty adapting to chaotic deathmatches, there are people who simply don&rsquo;t know where to start in competitive online games. Brink aims to eliminate this hesitation by offering players a wealth of engaging objectives, a persistent story, and a sturdy set of training wheels.<br /><br />Our recent hands-on session with Brink blazed past character creation, instead cutting to the core of the competitive multiplayer gameplay. Players start by using the analog stick to easily select a mission from the objective wheel. Objectives range from repairing a crane used to transport a tank into an enemy base to deploying mines used to create shortcuts on the map. Your available missions change depending on what class you select at designated kiosks. Sneaky operatives have more stealth-oriented missions than a trigger-happy soldier, for example. Players can spend experience points earned in battle to change class on the fly, or to purchase items like turrets for more defensive tasks. These goals are split into two types, allowing combatants to engage smaller objectives on their way to the larger task.<br /><br />In-game objectives work to propel Brink&rsquo;s story without relying too heavily on cutscenes and heavy dialogue. The battlestage is Ark, a floating utopian city which began with a &ldquo;green&rdquo; agenda and devolved into a decayed urban jungle racked with civil war. Ark has been cut off from the rest of civilization and supplies are running short. While the oppressive Security faction strives to retain order in the chaotic world, an upstart Resistance group strives for control. The war-torn world of Brink hosts some very interesting settings, such as a rusty industrial area, labyrinthine seaside docks, and a high profile airport. Players can experience the story of Ark via two distinct campaigns, assuming the role of Security or Resistance.<br /><br />Whether you choose to take part in the revolution or strive to suppress it, you&rsquo;ll find yourself working closely with teammates to achieve your goals. Unlike games like MAG which fail to incentivize players to acts as a team, Brink bribes players into aiding teammates with experience points. You can gain XP by grabbing a medic kit, assuming a support role, and assisting your comrades. Brink provides bot-controlled allies and enemies to help online-shy gamers familiarize themselves with the game mechanics and flow before plunging into the oftentimes chaotic cyber world. With this reliable handrail in place only should gamers new to online play should feel more comfortable popping heads online, it could train would-be Rambos to play teammate rather than lone wolf.<br /><br />Gamer familiar with FPSs will immediately feel comfortable with Brink&rsquo;s controls. Lobbing grenades, lining up shotgun blasts, and most aspects of the unleashing the game&rsquo;s artillery feels precise and familiar. Where Brink departs from the FPS formula is with the integration of the intuitive S.M.A.R.T. (smooth movement across random terrain) system. This handy button empowers gunmen to fluidly vault over, slide under, and navigate the game world with the grace of a pro parkour runner. Unlike Mirror&rsquo;s Edge, which requires strictly-timed button inputs for successful free running, simply holding a shoulder button allows players to take cover, sprint, and climb architecture for position. Pulling off acrobatics with S.M.A.R.T. feels organic most of the time, but clipping geometry in transit will occasionally botch desired trajectory. Depending on whether players create agile, medium, or heavy characters will affect the balance of health vs. nimbleness in obvious ways, so players are encouraged to create multiple custom fighters.<br /><br />Overall, Brink feels like a solid FPS with the potential to break down walls between single-player gamers and the online elite. The incorporation of unique objectives presents engaging tasks that move the story forward while motivating players to act as a team. The accessible movement system creates a fun experience that adds strategic elements to the otherwise standard gameplay, encouraging players to seek out leverage and other tactical positions. On the surface Brink may look like many other shooters you&rsquo;ve played, but once you get your hands on it the difference hits like a grenade-launcher blast.</p>
<div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=373864" width="1" height="1">GITimhttp://www.gameinformer.com/members/GITim/default.aspx